Jump to content
  • Topics

  • Posts

    • An all electric version of the Zodiac/Rescue boats.   Features: Zero emissions! 🌍
      All electric soundset! ⚡
      Eco-friendly Spec-Ops! 🔇   Tweaks the Zodiac making them more agile over water: Tighter turning circle.
      More responsive rudder control.   Covers every vanilla faction. (BLU, OPFOR, INDP, CIV)          
    • I’ve defined “custom” (ie RHS and vanilla) groups via my description.ext file.  Is there a way I can spawn those groups via Bis_fnc_spawngroup? Based off of my structure, would this be the correct syntax:
        configfile >> "CfgGroups" >> "West" >> "NATO_RHS" >> "Infantry" >> "NATO_RHS_RifleSquad"
      I don’t know if “configfile” needs to be concluded…?   Description.ext:
      Nato  
    • I am trying to implement a safezone.

      Rules of safezone:
      Players who spawn inside safezone are invulnerable until they leave the safezone trigger. If they return there is a 10 second delay before they are invincible again.

      I managed to get that part working. 

        // Create trigger centered on the safezone marker for vehicles
      _safezoneTriggerVehicle = createTrigger ["EmptyDetector", getPos _logic];
      _triggerSize = [(_markerSize select 0), (_markerSize select 1), 0, false, 100];
      _safezoneTriggerVehicle setTriggerArea _triggerSize;
      _safezoneTriggerVehicle setTriggerActivation ["ANY", "PRESENT", true]; _safezoneTriggerVehicle setTriggerStatements [
          "this && {count (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')}) > 0}",
          "
          {
              if (_x isKindOf 'LandVehicle' || _x isKindOf 'Air') then {
                  _x allowDamage false;
                  hint format ['%1 is now invulnerable', _x];
              };
          } forEach (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')});
          ",
          "
          {
              if (_x isKindOf 'LandVehicle' || _x isKindOf 'Air') then {
                  _x allowDamage true;
                  hint format ['%1 is now vulnerable', _x];
              };
          } forEach (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')});
          "
      ];


      However, I also need this to apply to players who get in vehicles, any vehicles spawned by the player (not yet implemented), as well as any vehicle being driven by a player. I've tried the following, but the vehicle and player don't become invincible again after reentering the trigger:
        // Create trigger centered on the safezone marker for vehicles
      _safezoneTriggerVehicle = createTrigger ["EmptyDetector", getPos _logic];
      _triggerSize = [(_markerSize select 0), (_markerSize select 1), 0, false, 100];
      _safezoneTriggerVehicle setTriggerArea _triggerSize;
      _safezoneTriggerVehicle setTriggerActivation ["ANY", "PRESENT", true]; _safezoneTriggerVehicle setTriggerStatements [
          "this && {count (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')}) > 0}",
          "
          {
              if (_x isKindOf 'LandVehicle' || _x isKindOf 'Air') then {
                  _x allowDamage false;
                  hint format ['%1 is now invulnerable', _x];
              };
          } forEach (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')});
          ",
          "
          {
              if (_x isKindOf 'LandVehicle' || _x isKindOf 'Air') then {
                  _x allowDamage true;
                  hint format ['%1 is now vulnerable', _x];
              };
          } forEach (thisList select {alive _x && (_x isKindOf 'LandVehicle' || _x isKindOf 'Air')});
          "
      ];
       I assume its something to do with the changing state of the player on the vehicle, but am not sure. I have combed through forums over the last 2 days, and all I find are old, generally outdated examples. Same with youtube. Any guidance would be appreicated:
      full script:

      https://pastebin.com/AExnxN2h
    • Hi all,    I've moved a number of suppressors into the game using "Royalty free" and some I have personally paid for and I intend to release it as a pack once I figure out the optimal structure for the files and get a better understanding of the materials. I have confirmed that the purchased ones are allowed to be included in the mod with the authors as long as the source files are not redistributed.   A couple of questions I do have though. With PBR materials, do I need to do anything special with the 5 materials I get. I already get the base color (BCR) and the normal map but do I need to do anything with roughness and does the height map setting add any value?   Answer - Pufu helped me with this in the Discord so I should be good with this.   I cant seem to get these configured with Bacon loadout so they are accesible via that menu and can be changed in there. Is anyone familiar with that configuration so the accessories can be adjusted on the firearm directly through Bacon Loadout?    
    • 2.16.151821 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 64-bit, linux server 64-bit  - Added: Eden Editor markers can now be placed in the 3D (non-map) view  - Tweaked: Eden Editor object icons now rotate with the object  - Tweaked: Eden Editor map markers now become visible when selected even if their alpha is 0%  - Fixed: Eden Editor marker placement preview icons did not exactly match the markers (slight size difference and missing shadow)  - Fixed: Submunition shots could duplicate their effects (particles, impact craters) in multiplayer - https://feedback.bistudio.com/T177010  - Fixed: Partially filled magazines could disappear after reloading in multiplayer - https://feedback.bistudio.com/T142540   If you don't want to use the Steam branch, the files are also available for alternative download here:
      https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder.
×